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Phoenix's Suggestions & Ideas

Discussion in 'Wildmana Modmod' started by PhoenixMuse, Aug 18, 2010.

  1. Valkrionn

    Valkrionn The Hamster King

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    I don't think that should be a general mechanic (doesn't really fit the lore in that manner), but it will eventually be in Rise from Erebus for two specific civilizations, one of which you can read about here: http://forums.civfanatics.com/showthread.php?t=327036
     
  2. PhoenixMuse

    PhoenixMuse Mage

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    Walnut Creek, CA
    Wouldn't it be possible to make a duplicate of the mountain and hill terrain codes or something...?

    What do you mean by that? Could either of you be any less clear...? Some things I suggest: Punctuation, and re-reading what you've said before you post...

    ...

    So I've tried making a terrain, but it's not working correctly. The game treats it as ocean tiles... No idea why, since I used desert as my copy and paste code. My husband is trying to puzzle it out for me at the moment.

    Not sure if there is anything wrong with the texture itself, or if there is an issue with the xml edits.
     
  3. tesb

    tesb Emperor

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    if you post the code of your terrain here i may find the problem too :)
    (just copy paste from notepad++ and put it in spoilers)


    What i meant by that, is that there are actually a lot of xml tags that reference to hills and mountains so i don't know if you can create two separate entries (i am not sure on this at all it is merely a suspicion). on this note afaik hills already support hell terrain.
     
  4. HanValen

    HanValen Chieftain

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    Phoenix, you sure is lively!
     
  5. Gaminic

    Gaminic Chieftain

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    I very much like the idea of "generic bonus buildings". However, I feel like we have way too many types of Mana in FFH and WildMana; the fact alone that not every type of mana has a passive effect says enough. I know there's a new Spell System coming up (though I haven't had the heart to read all of it), but I feel that the mana/magic types should be more compact. A new possible ordening would be, e.g.: 8 types of mana, each with their own spell(s). Aside from each "pure" spell(tree), there are also hybrid spells, requiring several types of mana to unlock. The highest grades would require 4 (or more?) types of mana to use.

    Anyway, that was slightly off topic, so lets get back: Rather than having "one tower per magic type", which would lead to 20 or so different towers in WildMana, I'd suggest having one Tower that starts with no effect, but can be upgraded by sacrificing units to it. The type of unit (melee, recon, ...) determines the effect of the tower. For example, sacrificing Melee units could give a boost to production, while sacrificing an Arcane unit could boost research, either by means of multiplier or absolute numbers.

    Each city would have such a tower, but the type of effect would be limit to one or two, such as Production+Gold. The effect of a sacrifice would depend, as PhoenixMuse suggested, on the level of the unit sacrificed. The sacrifice bonuses are not cumulative, but a higher unit can be sacrificed to upgrade the tower beyond the level of the previous sacrifice. This way, low units can be sacrificed early on for a small boost while a bigger boost can be obtained later on when XP gets easier to acquire. I'd suggest putting a limit on the boost to prevent people from sacrificing a level 50 unit to receive a City that can finish every Wonder in a single turn.

    The reasons for these towers would be to make it easier to specialize cities as well as giving the +XP Civics a bit more use, as I feel they are slightly underpowered these days (Apprenticeship will get you killed early one unless you also run Nationhood, because of the rounding mechanics in Civ4, and Theocracy severely limits your citysizes as stacking religions and temples is one of the easiest ways to consistently get your Happiness up.)



    On a few of the other suggestions/remarks:

    I don't think Cultural Victories are that easy in this game. They were by far the easiest Victory in BtS, but since most buildings here give multiplier bonuses, I find that the final amount of Culture/Turn isn't that great due to the lack of absolute +culture. However, I've never actively gone for Cultural Victory in FFH/WM, so I'm not sure how easy it gets once you run the +Culture Civis and get some Bards in. I've noticed that Balseraphs can rack up some serious +culture with their Freak Shows, Slave Cages and others, but in my first real FFH2 Victory (playing as Balseraphs!), I had practically every Victory condition only a few turns away (Tower of Mastery had been built but queued back for the last turn; both Domination and Conquest were easy to achieve and my Council of Esus had been spread to every corner of the map.) and eventhough my three earliest cities were sitting on many Wonders, none of them reached Legendary Culture by the time I won. When I checked the Victory page, I saw I was by far the most Cultured, so the other ones weren't really close either.


    Having an Event every turn would get boring really quickly... and annoying! Taking your two suggested Events as an example, you can go every way with those two: Spend money for units, upgrade spot, upgrade city building, gain gold, improve city. This makes it so that at any stage of the game, this event will benefit you. Keeping that in mind, think of the following: Normally, when you receive an event, you know it's a rare thing and you can choose the thing that benefits you most. However, if the frequency of events increases, the benefits of the current event are only a small portion of the trade-off: maybe if you spend gold now, you won't be able to get the much better results from the next event! Is that 50gold for a mage worth potentially missing out on a Great Person next turn?
    Events are meant to be small things with barely any impact. I already disagree with the FFH/WildMana change of making some random events really powerful (free Great People? That's insane! Even those free specialist events are already very, very powerful early on!), but if you're going to increase the frequency, you'll be forced to tune down their impact. Even in vanilla Civ I sometimes noticed that a random event can make or break your game. Lucking out on a goodie hut and receiving a Settler/Worker in the first few turns gave you a definite edge on your rivals.


    I thought the Princess Rule was that any suggestion in a fantasy-themed environment made by a girl/woman must include Unicorns!

    Definitely!
     
  6. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    what happened to the first post of this thread? it was completely different when I read it a couple days ago.
     
  7. Jenaelha

    Jenaelha fields of Elanor

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    Placing improvement suggestions into one easy to edit thread makes sense.
     
  8. Tschuggi

    Tschuggi SNAFU

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    Are some of you also missing the spies? Espionage has always been an issue... Orbis is doing it quite fine. Is there a plan for 9.0 or at least an "espionage"-module?

    Greez,

    Tschuggi
     
  9. Calavente

    Calavente Richard's voice

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    I'm not missing spies.
    spies are a BTS addition (or a Warlords addition?)
    they never were in cIV.
    I only played cIV then FFH and it's modmods. (and bougth BTS only to continue playing FFH)
    Thus I never played with espionnage, and I can't miss it.
     
  10. Tschuggi

    Tschuggi SNAFU

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    Calvente,

    play Orbis and try espionage. I like it very much, give's gameplay much more options and makes the game more challenging. AI handles spies/espionage pretty good.
     
  11. Valkrionn

    Valkrionn The Hamster King

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    Honestly... Espionage in BtS is absolute crap. There are some serious flaws in it.

    For one, simply performing missions makes you more vulnerable to the missions performed by others! That means you are best off simply accumulating Espionage and never using it. How is that EVER a good mechanic?
     
  12. tesb

    tesb Emperor

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    it is also very annoying since you can't really turn the the tide with it and the ai just spam spies who are not threatening but just a pain.
     
  13. Tschuggi

    Tschuggi SNAFU

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    Ok, enemy spies are a pain, especially when they are destroying every terrain improvement again and again. This is annoying. But, at least in Orbis, enemy spies are really often stealing techs from me and are murdering my superspecialists settled in my cities. And that's what AI should do with spies. And I like stealing techs from my enemies... ;)

    Greez,

    Tschuggi

    P.S.: I know espionage mainly from Rise of Mankind or Revolutions, last pure BTS game is years ago.
     
  14. tesb

    tesb Emperor

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    so did you make any progress on the textures/map scripts/ modmods?
    been very quiet lately :)
     
  15. PhoenixMuse

    PhoenixMuse Mage

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    Yeah, been working very seriously on my novel a lot: http://moons-of-blood.blogspot.com

    I manage a whole chu-load of things on the web, as becomes evident quickly if you visit any of my blogs and see the morass of links to my other things...

    Me managing to make my own module sort-of depends on my husband helping me with xml and scripts and stuff since I have little patience for something I don't understand right away. :lol: And lately he's been busy with computer issues of his own. :(

    I'm still alive and kickin' though, and even if I vanish for a while, I'll always be back eventually.
     

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